Ring of the King's Gates, Variant (5e Equipment)

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Ring, legendary (requires attunement)

Gates - The golden blue ring allows the wearer to summon up to (+5 Gates*Level) “Gates” as an bonus action to any place 10ft.(+5 ft.*level) around them and prime one melee weapon of the wearers choice in each “gate”. Primed weapons can be retrieved from a gate by the wearer(no action required) as long as the gate is opened, and gates opened this way cannot launch weapons. As an action, the wearer can conjure an amount of "gates" equal to their level in quick succession to launch the primed weapon from each "gate" at the same time to an area(30 foot sphere) or target up to 30 ft(+25 ft.*level) away. Weapons launched this way are susceptible to damage and can be broken before reaching the intended target.

  • Magical objects that are not being worn or carried of any size can be stored in a "Gate" as long as the object is within 10 ft of one(no action required). Objects can be expelled or retrieved from the "Gate"(no action required) within 5 ft of that "Gate". The object is treated as occupying the selected "Gate's" space while stored if that "Gate" is summoned.
  • Objects primed or stored are placed into an extradimensional space of the "gate" until they are removed or launched. Gates can be closed(no action required), and cannot be entered fully by any creature, with only enough of size/space for an Object within the gate to be retrieved or launched.
  • A "Gate" can only hold one object at a time, whether or not it is a primed weapon.
  • If an area is targeted, those affected must succeed on a DC equal to 8+Your Proficiency Bonus+Your Charisma Modifier Dexterity Saving throw or take (1d6 + 1) for each weapon launched as part of this attack and their speed is halved. A target that succeeds the saving throw instead takes no damage but their speed is still halved.
  • If an single target is chosen for an attack, the DC is increased by
  • You can launch magical weapons from gates. Magical weapons launched this way deal (1d8 + 2) multiplied per magical weapon, and are treated as if you hit them for any magical effects on the weapon.
  • While wearing this ring, your AC is increased by 2.

Spells. The ring has 30 charges. While wearing the ring, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Planar Binding(9th Level Version, 9 Charges), Demiplane(8 Charges), Mighty Fortress(8 Charges), Animate Objects(6th Level Version, 6 Charges), Contingency(6 Charges), Drawmij's Instant Summons(6 Charges), Forbiddance(6 Charges), Magic Circle(6th Level Version, 6 Charges), Programmed Illusion(6 Charges), Find the Path(6 Charges), Hallow(5 Charges), Holy Weapon(5 Charges), Wall of Light(5 Charges), Wall of Force(5 Charges), Teleportation Circle(5 Charges), Conjure Volley(5 Charges), Mordenkainen's Private Sanctum(4 Charges), Fabricate(4 Charges), Banishment(4 Charges), Conjure Barrage(3 Charges), Remove Curse(3 Charges), Cloud of Daggers(3rd Level Version, 3 Charges), Continual Flame(2 Charges).

You can also use an action to cast one of the following spells from the ring without using any charges: Locate Object, Immovable Object, Knock, Cordon of Arrows, Identify, Illusory Script, Detect Magic.

Retrieval. As long as you are attuned to the ring and it is on the same plane of existence as you, you can summon the ring to your hand as a bonus action.

Acceleration. Any spell casted from this ring that has an effect to become permanent applies on each casting, rather than requiring multiple castings.

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